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dom6:andramania-la [2024/04/25 15:16] joste [Table] |
dom6:andramania-la [2024/05/07 17:46] (current) fenrir |
{{ :nations:flags:ma_ind.png?nolink|}} | {{ :nations:flags:la_andramania.png?nolink|}} |
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====== LA Andramania, Dog Republic ====== | ====== LA Andramania, Dog Republic ====== |
===== National Features ===== | ===== National Features ===== |
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^ Magic Access ^ Alt. Access ^ Unit Summary ^ Core Abilities ^ Buildings ^ | ^ Magic Access ^ Alt. Access ^ Unit Summary ^ Core Abilities ^ Buildings ^ |
| {{path>F2}} (Rare 3)\\ {{path>E2}} (Rare 3)\\ {{path>S2}} (Rare 3)\\ {{path>N2}} (Rare 3)\\ Uncommon {{path>W1}} (Rare 2)\\ (Rare {{path>B1}})\\ (Rare {{path>D1}})\\ {{path>H2}} | | Cynocephalians \\ Skilled and disciplined infantry and crossbowmen. \\ Conscription | {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:gluttony.png?15&nolink}} [[Gluttony]] (3)\\ {{:abilities:animal.png?15&nolink}} [[Animal]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]]\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]]\\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] | Standard Fort | | | {{path>F2}} (Rare 3)\\ {{path>E2}} (Rare 3)\\ {{path>S2}} (Rare 3)\\ {{path>N2}} (Rare 3)\\ Uncommon {{path>W1}} (Rare 2)\\ (Rare {{path>B1}})\\ (Rare {{path>D1}})\\ {{path>H2}} | | Cynocephalians \\ Skilled and disciplined infantry and crossbowmen. \\ Conscription | {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%)\\ {{:abilities:animal.png?15&nolink}} [[Animal]]\\ {{:abilities:reduces_unrest.png?15&nolink}} [[Reduces Unrest]]\\ {{:abilities:tax_collector.png?15&nolink}} [[Tax Collector]]\\ {{:abilities:formation_fighter.png?15&nolink}} [[Formation Fighter]] | Standard Fort | |
**Capitol Gems: **{{gems>1F1W1E2S}} | **Capitol Gems: **{{gems>1F1E1S1N}} |
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==== National Special Features ==== | ==== National Special Features ==== |
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| <WRAP center round box 60%> |
| {{:nations:la:andramania:calystri_presbyter.png?nolink }} The Calystrii of Andramania are **Cynocephalians**, **Size 4 {{:abilities:animal.png?15&nolink}} [[Animal|Animals]]** (two-to-a-square) with human bodies. Despite being dogs, most of them have been trained to **[[Gluttony|eat]] as much as Size 4 humans**; whatever keeps them domesticated. Their ancestors lived in caves, so they themselves have {{:abilities:darkvision.png?15&onlink}} **50% [[Darkvision]]**. Untrained Calystri peasants have **10 Attack Skill** and **9 Defense Skill**, the latter only being lower due to their biting **bonus attack**, and trained Calystrii have **at least 2 more points** in each of those. Other than that, the average Calystri soldier has **18 [[Hit-Points|HP]]**, **3 [[Natural Protection]]**, **13 [[Strength]]**, **12 Morale**, **2 [[Encumbrance]]** (naked), **14 Combat Speed** (also naked), and **16 Map Movement** (also naked). |
| </WRAP> |
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===== National Units ===== | ===== National Units ===== |
{{:nations:la:andramania:Calystri_soldier.png?30&nolink }}: {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%), {{:abilities:gluttony.png?15&nolink}} [[Gluttony]] (3), {{:abilities:animal.png?15&nolink}} [[Animal]] | {{:nations:la:andramania:Calystri_soldier.png?30&nolink }}: {{:abilities:darkvision.png?15&nolink}} [[Darkvision]] (50%), {{:abilities:gluttony.png?15&nolink}} [[Gluttony]] (3, effectively 1.5 supply usage), {{:abilities:animal.png?15&nolink}} [[Animal]] |
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//See [[Magic Access]].// These guides supplement the summaries at the top. | //See [[Magic Access]].// These guides supplement the summaries at the top. |
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| ==== General Access ==== |
| ===Elements=== |
| * {{path>F2}} on ??Magistrate Magus??es (capital-only), and on one-in-three ??Calystri Magus??es off-capital |
| * No Air magic |
| * {{path>W1}} on one-in-three ??Calystri Senator??s (capital-only) |
| * {{path>E2}} on one-in-three ??Magistrate Magus??es (capital-only), {{path>E1}} on one-in-three ??Apprentice Magus??es off-capital |
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| ===Sorcery=== |
| * {{path>S2}} on one-in-three ??Calystri Magus??es |
| * {{path>D1}} on **one-in-twenty** ??Calystri Magus??es, no Death magic otherwise |
| * {{path>N2}} on ??Calystri Magus??es |
| * No Glamour magic |
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| ===Rites=== |
| * {{path>B1}} on **one-in-twenty** ??Calystri Magus??es, no Blood magic otherwise |
| * {{path>H2}} on ??Presbyter Magistrate??s (capital-only), {{path>H1}} on ??Calystri Presbyter??s off-capital |
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| ===Crosspaths=== |
| * {{path>F2E2S1N2}}/{{path>F2E1S2N2}}: Magma spells, "odd" Fire spells, ??Healing Light??, ??Gifts from Heaven??, ??Moonvine Bracelet?? |
| * {{path>F2W1E1S1N2}}: ??Geyser??, Acid spells, ??Rune Smasher??, ??Mossbody??, ??Foul Vapors?? |
| * {{path>F2S1D1N2}}/{{path>F1E1S1D1N2}}/{{path>F1S2D1N2}}: ??Skull of Fire??, Bane Fire spells, Nether spells, ??Manikin?? summons |
| * {{path>F2S1N2B1}}: ??Hellfire??, ??Fiery Imp??s, ??Cross Breeding??, Horror-calling (with [[Communion|Communions]]) |
| * {{path>F1S2N2B1}}: ??Shield of the Accursed?? |
| * {{path>F1E1S1N2B1}}: ??Illearth?? summons (with Communions) |
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| ==== Boosted Access ==== |
| ===Fire=== |
| Climbing Fire leans on whether or not you get a {{path>D1}} ??Calystri Magus??; a 5% chance is not terrible for this game (just look at [[ulm-ma|MA Ulm]]), but it is unreliable. With the ??Skull of Fire??, you can summon a ??Flame Spirit?? and climb the rest of the ladder as normal. |
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| ===Air=== |
| **No native access.** Not particularly easy to bust into, especially since this is the Late Ages (where ??Deer Tribe Shaman??s and ??Crystal Sorceress??es are uncommon). You do have expensive {{path>A1}} access that can plug into Communions, however; see the Astral section below. |
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| ===Water=== |
| {{path>W1}} is unfortunately capped at {{path>W2}} (the ??Water Bracelet??) for Andramania. |
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| ===Earth=== |
| With {{path>E2}}, Andramania climbs the Earth ladder as usual. The chance of a {{path>B1}} ??Calystri Magus?? who also has {{path>E1}} is one-in-sixty, so getting the ??Blood Stone?? is //theoretically// less of a hassle for Andramania than for most nations. |
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| ===Astral=== |
| Andramania can climb Astral fairly high due to having {{path>E2}} and {{path>E1S2}} mages, allowing for the ??Sky Metal Coin?? and the ??Starshine Skullcap??; that's {{path>S4}}, at least. One-in-sixty ??Calystri Magus??es have {{path>S2D1}}, and can then open an ??Ether Gate?? for a {{path>S3D2,100%ASDB}} mage. |
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| ===Death=== |
| See the Astral section above and add a ??Skull Staff??. |
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| ===Nature=== |
| Andramania's deepest path, in spite of its own objections. {{path>S1N2}} mages get to craft the ??Thistle Mace?? and the ??Moonvine Bracelet??, summon a ??Vine Ogre??, and so on. There are even {{path>E1N2}} mages for getting ??The Tome of Gaia??, if you're in the mood for Artifact-rushing. |
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| ===Glamour=== |
| **No native access.** Being both a [[Nature]] nation and a half-decent [[Earth]] nation, though, Andramania can get {{path>G1}} through the Trolls. |
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| ===Blood=== |
| {{path>B1}} on 5% of your Calystri Maguses is enough to do some small-scale blood farming, but bootstrapping will be slow. With all that being said, your {{path>B1}}'s also have {{path>N2}}, so they can do ??Blood Fecundity?? and craft the ??Armor of Twisting Thorns?? if you try. |
===== Strategy ===== | ===== Strategy ===== |
How to win as the nation. Feel free to use the following sections, or delete them, or change them. | How to win as the nation. Feel free to use the following sections, or delete them, or change them. |